-LRB- CNN -RRB- -- Forget the macho world of the standard shoot - 'em up video game . Rather than relying on blood , gore and mayhem , a number of game developers are tapping into their inner emotions , inviting gamers along for adventures of the psyche .

Recent releases `` Tomb Raider '' and `` BioShock Infinite '' evoked an emotional response by creating characters with which gamers could identify and empathize .

Now `` The Last of Us '' ups the stakes with its story of two people surviving in a post-apocalyptic world -- Joel , a grizzled man who has seen too much , and Ellie , a young girl who could be the future of the world .

`` The thing we heard consistently -LRB- from focus groups -RRB- was ` I 've never cared for characters as much as I 've cared for Joel and Ellie , ' '' Naughty Dog creative director Neil Druckmann told CNN .

`` There are moments we want to show close-ups , we want to show really subtle performances , and that 's where cut scenes are really useful . But we really use interaction to get you to connect , between Ellie and Joel , in a way you could n't do in film . ''

It 's an increasingly popular approach in a segment of gaming where ammo and attitude have traditionally reigned supreme .

In `` Tomb Raider , '' players journeyed with a young and unsure Lara Croft through an early adventure in her career . They got to experience her anguish and joy as the star of the long-running franchise made her first kill or rescued close friends .

With `` BioShock Infinite , '' an entire team was devoted to bringing the Elizabeth character to life . That level of care and precision resulted in a character who evoked a visceral response from the player -- one so real , designers said , that gamers would feel like they 're part of something larger than playing a game .

`` The Last of Us '' designers at Naughty Dog wanted to bring different elements together to get gamers to feel attached to Joel and Elle . It had to be more than just intense moments , they said ; it needed to come together seamlessly and sell their relationship to the player .

The game action is centered on a fungal outbreak that possesses humans and transforms them into ... well , zombies . Joel is older and has seen life on both sides of the outbreak . Ellie , just 14 , was born into the post-outbreak world . Their different viewpoints on life and how it should be lived were important to developing the relationship between the two characters .

`` How much we dedicate to those characters and building those characters and have those characters shift and change and go through these dynamic arcs and the gameplay supports that , '' studio director Bruce Straley said . `` They feed off each other . ''

Early reactions suggest the dynamic works .

`` We 've had people cry when playing the game for us , '' Druckmann said . `` There are about three spots in the game where people cry . Two of those are in cut scenes , and one of those is in game play . ''

He said he thinks the gameplay scene is the most powerful .

`` You are so invested in the characters , and you 're using these mechanics and then all of the sudden ... I ca n't say too much without spoiling it , but we flip a mechanic on its head and it does n't do what you expect because of where the characters are at , '' Druckmann said . `` You see people just lose it , and it 's awesome . ''

Straley and Druckmann said they used different literary sources as inspiration for the game 's emotional journey . One movie , in particular , struck a chord with both .

`` We came out of ` No Country for Old Men ' mouth agape , wide-eyed , going , ` Oh my God , what just happened ? ' and ` Could you ever experience that tension and emotion in a video game ? Can you achieve that with a joystick in your hand ? ' '' Straley said .

`` In this world , anything can happen , and you as the player get to control that outcome and feel that tension . ''

But are gamers looking to cry over their characters ? Is there a danger of turning off gamers because they may get too emotionally involved ?

Both `` Tomb Raider '' and `` BioShock Infinite '' garnered commercial and critical success , suggesting that hard-core players are open to more than just another shooter .

Each asked the player to take a fresh look at some familiar gaming situations , using the main characters as a canvas on which to create the experience .

`` The Last of Us '' similarly asks players to tackle a challenging question -- in the horrible circumstances in which many games are set , how do you find , and define , your humanity ?

`` That 's what all good true drama is based on -- that conflict and difficult choices and the human experience , '' Straley said .

Druckmann said he wants players to come away thinking about deep issues , such as the dynamics of relationships and what it takes to keep them alive .

`` You sit down . You play the game and you 're going to have moments , '' he said . `` That 's what we 've set out to do . We want to give people moments . ''

`` The Last of Us '' is available worldwide . The game is a PlayStation 3 exclusive title . It is rated M for Mature due to blood and gore , intense violence , sexual themes and strong language .

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In new top video games , designers are working hard to move players emotionally

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`` The Last of Us '' follows a duo who bond for survival in a post-apocalyptic world

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`` Bioshock : Infinite '' and `` Lara Croft '' similarly invested in character development

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One of designers for `` Last '' : `` We want to give people moments ''